/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h
All data to define a certain LOD model for a skeletal mesh.
class FSkeletalMeshLODModel
TArray< FBoneIn...
ActiveBoneIndices
Bone hierarchy subset active for this LOD.
bool
bIsBuildDataAvailable
bool
bIsRawSkeletalMeshBulkDataEmpty
FString
BuildStringID
Temporary build String ID We use this string to store the LOD model data so we can know if the LOD need to be rebuild This GUID is set when we Cache the render data (build function)
TArray<FSkelMe...
ImportedMeshInfos
The information about individual meshes.
TArray< uint32 ...
IndexBuffer
Indexbuffer, covering all sections
int32
MaxImportVertex
The max index in MeshToImportVertexMap, ie. the number of imported (raw) verts.
TArray< int32 >
MeshToImportVertexMap
Mapping from final mesh vertex index to raw import vertex index.
uint32
NumTexCoords
The number of unique texture coordinate sets in this lod
uint32
NumVertices
FString
RawSkeletalMeshBulkDataID
This ID is use to create the DDC key, it must be set when we save theFRawSkeletalMeshBulkData.
TArray< FBoneIn...
RequiredBones
Bones that should be updated when rendering this LOD.
TArray<FSkelMe...
Sections
Sections.
TMap<FName,FI...
SkinWeightProfiles
Set of skin weight profile, identified by aFNamewhich matchesFSkinWeightProfileInfo.Namein the owning Skeletal Mesh
TMap< int32,FS...
UserSectionsData
When user change section data in the UI, we store it here to be able to regenerate the changes Note: the key (int32) is the original imported section data, because of BONE chunk the size of this array is not the same as the Sections array.
TMap<FName,FS...
VertexAttributes
Set of vertex attributes identified by anFName